Sunday, 25 May 2014

T&T Character Type: Shadow Samurai

It's been ages since I last presented a new character type for Tunnels & Trolls so I thought it was about time that I gave you a new one: the Shadow Samurai.

Trained from the age of three, the boys and girls of the Tanoki province, an island in the Blizzard Sea, are adept warriors when they reach 10. They are taught discipline, self-preservation and one of the deadliest forms of martial arts on Trollworld: Shadow Kanti. This esoteric fighting style uses the inherent and powerful darkness in all things to power the samurai's attacks. An army of Shadow Samurai is said to be one of the most terrifying sights you could ever imagine, and few live to tell the tale.

Character Type Subset: Rogue

Prerequisites: Must be Human or Elf with 14+ Dexterity and 13+ Strength.

Shadow Samurai Magic: Shadow Samurai have a limited number of spells they can choose from. They begin with one spell and automatically learn a new spell every level if able. They may not learn any other spell than on this list.

Level 1

Summon Shadow [Combat]
WIZ cost: 4
Range: Touch
Duration: 10 minutes
Power Up? Yes, an extra 1d6 per level.
Description: Shadows coil around the caster, imbuing them with the power of shadow. Roll an extra 1d6 when in combat.

Level 4Too-Bad Toxin [Metabolic]
WIZ cost: 7
Range: Touch
Duration: Instantaneous
Power Up? No.
Description: Stops the harmful effects of poison, purging the toxin from the target's system. This does not restore any lost CON points, nor does it heal wounds caused by poisoned weapons.

Shadow Shurikens [Combat]WIZ cost: 9Range: TouchDuration: InstantaneousPower Up? No. Description: The caster conjures three shurikens that fire at one, two or three enemies. Each does damage equal to the caster's INT score.

Level 6

Darkened Visage [Conjuring]
WIZ cost: 30
Range: Touch
Duration: 10 minutes
Power Up? No.
Description: The caster's projects a hideous form onto their face, causing enemies to flee in terror. Up to 3 enemies with MR60 or less within 10ft will immediately flee their full movement distance.

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